• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

d20 Fallout

Introduction

War... War never changes.

I don’t want to set the world on fire
I just want to start
A flame in your heart


Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God, to justice, to simple psychotic rage. The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and Territory. Hitler shaped a battered Germany into an economic superpower.

In my heart I have but one desire
And that one is you
No other will do


In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states bent on controlling the last remaining resources on Earth. Everyone who entered into the conflict expected victory. Everyone was optimistic. But as the hostilities escalated, optimism faded and society began to collapse.

I’ve lost all ambition for worldly acclaim
I just want to be the one you love
And with your admission that you feel the same
I’ll have reached the goal I’m dreaming of


In the year 2077, the end of the world occurred pretty much as we had predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, are purely mortal ones. The earth was nearly wiped clean of life. A great cleansing, an atomic spark struck by human hands, quickly raged out of control. Spears of nuclear fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.The world was plunged into an abyss of nuclear fire and radiation.

Believe me
I don’t want to set the world on fire
I just want to start
A flame in your heart


A quiet darkness fell across the planet, lasting many years, for man had succeeded in destroying the world. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history.

I don't wanna set the world on fire, honey
I love ya too much
I just wanna start a great big flame
Down in your heart
You see, way down inside of me
Darlin' I have only one desire
And that one desire is you
And I know nobody else ain't gonna do


In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as Vaults. The great Vaults were built to house the wealthy, the powerful, the influential and those deemed necessary to their survival. Inside resources and technology were stockpiled, a final defense against the coming holocaust. But plans were barely in place when the first missiles left the silos. During the destruction, communication between the vaults ceased. Entire vaults were lost; those that survived were on their own. With the past behind them and the present destroyed, they looked to the future.

I’ve lost all ambition for worldly acclaim
I just want to be the one you love
And with your admission that you feel the same
I’ll have reached the goal I’m dreaming of


Imprisoned safely behind the large Vault door, beneath a mountain of stone, generations have lived without knowledge of the outside world. When the great darkness passed, these vaults opened. Their inhabitants emerged to begin their lives again. But when they emerged, they had only the hell of the wastes to greet them. Several of the civilized tribes claims they are descended from such Vaults. So the tale of humanity has not come to a close, for the struggle of survival is a war without end.

Believe me
I don’t want to set the world on fire
I just want to start
A flame in your heart


And war... War never changes.
 

log in or register to remove this ad

Super Mutant: CR 4; Large Giant; HD 4d8+15; hp 31; Mas 17; Init +1; Spd 30 ft; Defense 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +5 natural, +3 sports pads); BAB +3; Grap +14; Atk +9 melee (1d8+10, nail board), or +4 ranged (2d10, remington 700); FS 10 ft by 10 ft, Reach 10 ft.; SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +5, Ref +2, Will+2; AP 0; Rep +0; Str 24, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +7, Listen +3, Spot +3.
Feats: Toughness, Weapon Focus (remington 700).
Possessions: Nail board, remington 700, sports pads, 1d20 7.62mm rounds, 1d4-1 food.
Advancement: By Character Class.

Super Mutant Brute: CR 5; Large Giant; HD 6d8+27; hp 51; Mas 17; Init +1; Spd 30 ft, 20 ft. in armor; Defense 20, touch 10, flat-footed 19 (-1 size, +1 Dex, +5 natural, +5 brestplate); BAB +4; Grap +16; Atk +11 melee (1d8+12, 20/x3, sledgehammer), or +5 ranged (2d8, AK-47); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +6 (10 ft square, 2d8 damage, Ref DC 15); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +6, Ref +3, Will+3; AP 0; Rep +0; Str 26, Dex 13, Con 17, Int 6, Wis 12, Cha 4.
Skills: Climb +8, Listen +4, Spot +4.
Feats: Improved Toughness, Toughness, Weapon Focus (AK-47).
Possessions: AK-47, brestplate, sledgehammer, 1d20 7.62mmR rounds, 1d4-1 food.
Advancement: By Character Class.

Super Mutant Master: CR 6; Large Giant; HD 8d8+43; hp 75; Mas 19; Init +2; Spd 40 ft, 30 ft. in armor; Defense 20, touch 11, flat-footed 18 (-1 size, +2 Dex, +2 natural, +7 brestplate); BAB +6; Grap +19; Atk +14 melee (1d10+13, 20/x3, supersledge), or +4 ranged (4d10, M134 minigun); Full Atk +14/+9 melee (1d10+13, 20/x3, supersledge), or +4/-1 ranged (4d10, M134 minigun); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +8 (10 ft square, 2d10 damage, Ref DC 20), rock throwing +7 (2d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (two degrees weaker); AL the master; SV Fort +8, Ref +4, Will+3; AP 0; Rep +0; Str 28, Dex 15, Con 19, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +8, Search +8, Spot +8.
Feats: Burst Fire, Improved Autofire, Improved Toughness, Toughness, Weapon Focus (M134 minigun).
Possessions: Half-plate, M134 minigun, supersledge, 1d20+10 7.62mm rounds, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.

Super Mutant Overlord: CR 8; Mutated Large Giant; HD 10d10+63; hp 113; Mas 21; Init +6; Spd 40 ft; Defense 22, touch 11, flat-footed 20 (-1 size, +2 Dex, +8 natural, +3 sports pads); BAB +8; Grap +25; Atk +16 melee (1d10+13, 20/x3, supersledge), or +10 ranged (3d10, pulse rifle); Full Atk +16/+11 melee (1d10+13, 20/x3, supersledge), or +10/+5 ranged (3d10, pulse rifle); FS 10 ft by 10 ft, Reach 10 ft.; SA Autofire +10 (10 ft square, 3d10 damage, Ref DC 20), rock thowing +8 (3d6+9); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +14, Ref +5, Will+4; AP 0; Rep +0; Str 28, Dex 15, Con 21, Int 10, Wis 12, Cha 6.
Skills: Climb +9, Listen +11, Search +10, Spot +11.
Feats: Alertness, Improved Autofire, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (pulse rifle).
Mutations: Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Pulse rifle, sports pads, supersledge, 1d4 power packs.
Advancement: By Character Class.

Super Mutant Behemoth: CR 10; Mutated Huge Giant; HD 12d10+99; hp 159; Mas 28; Init +6; Spd 40 ft; Defense 26, touch 10, flat-footed 24 (-2 size, +2 Dex, +11 natural, +2 makeshift shield, +3 makeshift armor); BAB +10; Grap +35; Atk +22 melee (3d8+19, 19-20/x3, makeshift hammer); Full Atk +22/+18 melee (3d8+19, 19-20/x3, makeshift hammer); FS 15 ft by 15 ft, Reach 15 ft.; SA Rock thowing +10 (5d6+13); SQ Darkvision 60 ft, low-light vision, radiation resistance (four degrees weaker); AL the master; SV Fort +17, Ref +6, Will+5; AP 0; Rep +0; Str 36, Dex 14, Con 25, Int 10, Wis 12, Cha 6.
Skills: Climb +10, Listen +12, Search +11, Spot +12.
Feats: Alertness, Improved Critical (makeshift hammer), Improved Damage Threshold, Improved Initiative, Improved Toughness, Toughness, Weapon Focus (makeshift hammer).
Mutations: Armor Plates (damage reduction 2/-), Enlarged Form, Festering Sores, Light Sensitivity, Very Thick Hide
Possessions: Makesift armor, makeshift hammer, makeshift shield, 1d4-1 food, 1d2-1 misc. items.
Advancement: By Character Class.

Small Radroach: CR 1/2; Small Vermin; HD 1d8; hp 4; Mas 10; Init +3; Spd 30 ft, climb 10 ft; Defense 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural); BAB +1; Grap -4; Atk +5 melee (1d6-1plus disease, bite); Full Atk +5 melee (1d6-1plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 16, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +2, Ref +3, Will+0; AP 0; Rep +0; Str 9, Dex 17, Con 10, Int 2, Wis 10, Cha 2.
Skills: Climb +10, Hide +11, Move Silently +7, Spot +4
Feats: Weapon Finesse (bite)
Advancement: 2-4 HD (small), 5-7 HD (medium)

Large Radroach: CR 2; Medium Vermin; HD 5d8+5; hp 25; Mas 12; Init +12; Spd 30 ft, climb 10 ft; Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); BAB +3; Grap +4; Atk +5 melee (1d6+1 plus disease, bite); Full Atk +5 melee (1d6+1 plus disease, bite); FS 5 ft by 5 ft, Reach 5 ft.; SA Disease (injury/injested, DC 17, incubation 2d4 hours, initial 1 Con damage, secondary 1d2 Str plus 1d2 Con damage); SQ Blightsight 60 ft., immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +4, Will+1; AP 0; Rep +0; Str 13, Dex 16, Con 12, Int -, Wis 10, Cha 2.
Skills: Climb +12, Hide +11, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite), Weapon Focus (bite)
Advancement: 6-7 (medium)

Radscorpion: CR 1; Medium Vermin; HD 2d8+4; hp 16; Mas 14; Init +0; Spd 40 ft; Defense 14, touch 10, flat-footed 14 (+4 natural); BAB +1; Grap +2; Atk +3 melee (1d4+1, claw); Full Atk +3 melee (1d4+1, 2 claws) and -3 melee (1d4 plus poison, sting); FS 5 ft by 5 ft, Reach 5 ft.; SA Constrict (1d4+1 each round of successful grapple), improved grab, poison (injury, DC 13, initial 1d3 Con, secindary 1d3 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +5, Ref +0, Will+0; AP 0; Rep +0; Str 13, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +5, Hide +4, Spot +4
Feats: Weapon Focus (claw)
Advancement: 3-4 (medium)

Radscorpion, Giant: CR 3; Large Vermin; HD 5d8+13; hp 37; Mas 14; Init +0; Spd 50 ft; Defense 16, touch 9, flat-footed 16 (-1 size, +7 natural, ); BAB +3; Grap +11; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +1 melee (1d6+2 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Constrict (1d6+4 each round of successful grapple), improved grab, poison (injury, DC 14, initial 1d4 Con, secindary 1d4 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +6, Ref +1, Will+1; AP 0; Rep +0; Str 19, Dex 10, Con 14, Int 2, Wis 10, Cha 2.
Skills: Climb +9, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Advancement: 6-9 (large)

Radscorpion, Albino: CR 9; Mutated Huge Vermin; HD 10d8+43; hp 87; Mas 16; Init ++0; Spd 50 ft; Defense 20, touch 8, flat-footed 20 (-2 size, +12 natural, ); BAB +8; Grap +21; Atk Atk +12 melee (1d8+6, claw); Full Atk +12 melee (1d8+6, 2 claws) and +6 melee (2d4+3 plus poison, sting); FS 15 ft by 15 ft, Reach 10 ft.; SA Constrict (1d8+6 each round of successful grapple), improved grab, poison (injury, DC 18, initial 1d6 Con, secindary 1d6 Con); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (four degrees weaker), resistance to massive damage +5, tremorsense 60 ft; AL none; SV Fort +12, Ref +3, Will+3; AP 0; Rep +0; Str 23, Dex 10, Con 18, Int 2, Wis 10, Cha 2.
Skills: Climb +12, Hide +0, Spot +8
Feats: Toughness, Weapon Focus (claw)
Mutations: Armor Plates (DR 4/-), Light Sensitivity, Photosynthetic (no need for food if sunshine is available)
Advancement: 11-19 (huge)

Rat, Giant: CR 1/4; Small animal; HD ½ d8; hp 4; Mas 10; Init +1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 12, touch 12, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap -8; Atk +2 melee (1d4-2, bite); Full Atk +2 melee (1d4-2, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +1, Ref +2, Will +1; AP 0; Rep +0; Str 6, Dex 13, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +9, Climb +13, Hide +13, Move Silently +9, Swim +11.
Feats: Weapon Finesse (bite).
Advancement: 1 HD (Medium-size); 2-4 HD (Large).

Pig Rat: CR 1/2; Medium animal; HD 1d8+1; hp 9; Mas 12; Init +0; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 10, touch 10, flat-footed 10 (+0 Dex); BAB +0; Grap +0; Atk +1 melee (1d6, bite); Full Atk +1 melee (1d6, bite); FS 5 ft by 5 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +2, Ref +1, Will +1; AP 0; Rep +0; Str 10, Dex 11, Con 12, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +14, Hide +8, Move Silently +8, Swim +12.
Feats: Weapon Focus (bite).
Advancement: 2-4 HD (Large).

Mole Rat: CR 1; Large animal; HD 2d8+6; hp 18; Mas 16; Init -1; Spd 30 ft., climb 30 ft., swim 15 ft.; Defense 11, touch 9, flat-footed 11 (-1 size, +0 Dex, +2 natural); BAB +0; Grap +8; Atk +4 melee (1d8+4, bite); Full Atk +4 melee (1d8+4, bite); FS 10 ft by 10 ft, Reach 5 ft.; SQ scent, low-light vision; AL none; SV Fort +4, Ref +0, Will +1; AP 0; Rep +0; Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 2.
Skills: Balance +8, Climb +22, Hide +4, Move Silently +8, Swim +20.
Feats: Weapon Focus (bite).
Advancement: 3-4 HD (Large).

Raider, Low-Level (Strong Ordinary 1/Tough Ordinary 1): CR 1; Medium Humanoid (human); HD 1d8+2 plus 1d10+2; hp 17; Mas 15; Init +1; Spd 30 ft; Defense 14, touch 13, flat-footed 13 (+1 Dex, +2 class, +1 leather jacket); BAB +1; Grap +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife); Full Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (1d4+2/19-20, knife), or +2 ranged (2d6, Ruger Service-Six); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +4, Ref +1, Will+0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Craft (mechanical) +5, Drive +5, Intimidate +5, Knowledge (tactics) +2, Knowledge (streetwise) +2, Swim +5
Feats: Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Leather jacket, Ruger Service-Six, 5d10 .38S rounds, knife, 1d2-1 food, 1d2-1 misc. items.

Raider, Mid-Level (Strong Ordinary 3/Tough Ordinary 3): CR 5; Medium Humanoid (human); HD 3d8+6 plus 3d10+6; hp 43; Mas 15; Init +1; Spd 30 ft; Defense 16, touch 15, flat-footed 15 (+1 Dex, +4 class, +1 leather jacket); BAB +5; Grap +7; Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club); Full Atk +9 melee (1d8+2 nonlethal, improved unarmed strike), or +9 melee (1d6+2, club), or +6 ranged (2d8, Sawed-off shotgun); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +6, Ref +3, Will+2; AP 0; Rep +1; Str 15, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +5, Craft (mechanical) +6, Drive +7, Intimidate +7, Knowledge (tactics) +2, Knowledge (streetwise) +3, Repair +4, Spot +3, Swim +5
Feats: Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Leather jacket, Sawed-off shotgun, 2d10 12-gauge rounds, club, 1d2-1 food, 1d2-1 misc. items.

Raider, High-Level (Strong Ordinary 5/Tough Ordinary 5): CR 9; Medium Humanoid (human); HD 5d8+15 plus 5d10+15; hp 82; Mas 16; Init +1; Spd 30 ft; Defense 20, touch 17, flat-footed 19 (+1 Dex, +6 class, +3 sports pads); BAB +8; Grap +10; Atk +12 melee (1d8+2 nonlethal, improved unarmed strike), or +12 melee (1d8+2, ratchet); Full Atk +12/+7 melee (1d8+2 nonlethal, improved unarmed strike), or +12/+7 melee (1d8+2, ratchet), or ++9/+4 ranged (2d10, HK G3); FS 5 ft by 5 ft, Reach 5 ft.; AL chaos, evil; SV Fort +9, Ref +3, Will+2; AP 0; Rep +2; Str 15, Dex 12, Con 16, Int 13, Wis 10, Cha 8.
Occupation: Blue Collar (class skills: Drive, Intimidate).
Skills: Climb +6, Craft (mechanical) +6, Drive +9, Intimidate +9, Knowledge (tactics) +3, Knowledge (streetwise) +5, Repair +6, Spot +6, Swim +5
Feats: Armor Proficiency (light), Brawl, Improved Brawl, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Possessions: Sports pads, HK G3, 5d10 7.62mm rounds, ratchet, 1d2-1 food, 1d2-1 misc. items.

Brahmin: CR 4; Large Magical Beast; HD 7d8+28; hp 60; Mas 18; Init +4; Spd 40 ft; Defense 14, touch 9, flat-footed 13 (-1 size, +0 Dex, +5 natural); BAB +5; Grap +15; Atk +12 melee (1d8+9, gore); Full Atk +12/+12 melee (1d8+9, gore); FS 10 ft by 10 ft, Reach 5 ft.; SA Stampede (1d12 per 5 Brahmin in the heard, Ref DC 18 half); SQ Darkvision 90 ft., low-light vision, scent; AL none; SV Fort +9, Ref +5, Will +2; AP 0; Rep +0; Str 22, Dex 10, Con 18, Int 2, Wis 11, Cha 4.
Skills: Listen +9, Search +4, Spot +7
Feats: Alertness, Combat Reflexes, Endurance, Improved Initiative, Weapon Focus (gore)
Advancement: 8-9 (Large)

Yao Guai: CR 7; Large Animal; HD 12d8+51; hp 103; Mas 19; Init +1; Spd 40 ft; Defense 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB +9; Grap +23; Atk +19 melee (2d4+10, claw); Full Atk +19/+19 melee (2d4+10, claw) and +13 melee (2d8, bite); FS 10 ft by 10 ft, Reach 5 ft.; SA Improved grab; SQ Low-light vision, scent; AL none; SV Fort +12, Ref +9, Will +9; AP 0; Rep +0; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Advancement: 13-16 HD (Large); 17-36 HD (Huge)

Wasp, Giant: CR 3; Large Vermin; HD 5d8+10; hp 38; Mas 14; Init +1; Spd 20 ft, fly 60 ft. (good); Defense 14, touch 10, flat-footed 13 (-1 size, +1 Dex, +4 natural); BAB +3; Grap +11; Atk +7 melee (1d3+6 plus poison, sting); Full Atk +7 melee (1d3+6 plus poison, sting); FS 10 ft by 10 ft, Reach 5 ft.; SA Poison (injury, DC 14, initial 1d6 Dex, secondary 1d6 Dex); SQ Darkvision 60 ft, immune to mind-influencing attacks, radiation resistance (two degrees weaker), resistance to massive damage +5; AL none; SV Fort +6, Ref +6, Will +6; AP 0; Rep +0; Str 18, Dex 12, Con 14, Int 2, Wis 13, Cha 11.
Skills: Listen +6, Spot +9, Survival +1 (+5 for orientation)
Feats: Weapon Focus (sting)
Advancement: 6-8 HD (Large); 9-15 (Huge)

Feral Ghoul: CR 1; Medium Humanoid (human); HD 1d8+4; hp 12; Mas 19; Init +2; Spd 30 ft; Defense 10, touch 10, flat-footed 8 (+2 Dex, -2 rage); BAB +0; Grap +4; Atk +4 melee (1d4+6, slam); Full Atk +4 melee (1d4+6, slam),; FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +6, Ref +2, Will +4; AP 0; Rep +0; Str 18, Dex 15, Con 19, Int 3, Wis 14, Cha 8.
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4.
Feats: Alertness.
Possessions: 1d2 misc. items.
Advancement:

Feral Ghoul Reaver: CR 6; size creature type (subtype); HD 16d8+80; hp 148; Mas 20; Init +3; Spd 30 ft; Defense 15, touch 11, flat-footed 12 (+3 Dex, +4 partial full plate, -2 rage); BAB +12; Grap +17; Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); Full Atk +18 melee (1d6+7 plus radiation/19-20, slam), or +15 ranged (2d6 plus radiation, radioactive gore); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (1/day, 60 ft. radius centered on Glowing One, moderate radiation [Fort DC 18, incubation 3d6 hours, initial 1d6-1 Con, secondary 1d6-1 Con]), radioactive gore (ranged attack, 5/day, 2d6 concussion damage and exposure to low radiation [Fort DC 15, 4d6 hours, initial 1d6-2 Con, secondary 1d6-2 Con]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (bubbling and smoking); AL evil; SV Fort +15, Ref +8, Will +9; AP 0; Rep +0; Str 20, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +12, Listen +12, Move Silently +12, Spot +12.
Feats: Alertness, Improved Critical (slam), Improved Natural Attack (slam), Weapon Focus (radioactive gore), Weapon Focus (slam).
Possessions: Partial full plate, 1d6 misc. items.
Advancement:

Feral Ghoul Roamer: CR 2; Medium Humanoid (human); HD 5d8+25; hp 49; Mas 20; Init +2; Spd 30 ft; Defense 13, touch 10, flat-footed 11 (+2 Dex, +3 partial land warrior armor, -2 rage); BAB +3; Grap +7; Atk +8 melee (1d4+6, slam); Full Atk +8 melee (1d4+6, slam); FS 5 ft by 5 ft, Reach 5 ft.; SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (two degrees weaker); AL evil; SV Fort +9, Ref +3, Will +5; AP 0; Rep +0; Str 18, Dex 15, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6.
Feats: Alertness, Weapon Focus (slam).
Possessions: Partial land warrior armor, 1d3 misc. items.
Advancement:

Glowing One: CR 4; Medium Humanoid (human); HD 9d8+45; hp 85; Mas 20; Init +3; Spd 30 ft; Defense 11, touch 11, flat-footed 8 (+3 Dex, -2 rage); BAB +6; Grap +10; Atk +11 melee (1d6+6 plus radiation, slam); Full Atk +11 melee (1d6+6 plus radiation, slam); FS 5 ft by 5 ft, Reach 5 ft.; SA Radioactive burst (1/day, 60 ft. radius centered on Glowing One, moderate radiation [Fort DC 18, incubation 3d6 hours, initial 1d6-1 Con, secondary 1d6-1 Con]), radioactive touch (hitting or being hit in melee combat exposes it's opponent to mild radiation [Fort DC 12, incubation 1 day, initial 1d4-2 Con, secondary 1d4-2 Con]); SQ Festering sores (max Dex bonus for armor is -2 and armor penalties is +4), constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], but can still use all skills abilities), radiation resistance (four degrees weaker), unnatural skin (green glowing); AL evil; SV Fort +11, Ref +6, Will +7; AP 0; Rep +0; Str 18, Dex 16, Con 20, Int 3, Wis 14, Cha 8.
Skills: Hide +9, Listen +8, Move Silently +8, Spot +9.
Feats: Alertness, Improved Natural Attack (slam), Weapon Focus (slam).
Possessions: 1d4 misc. items.
Advancement:

Deathclaw: CR 10; Large Monstrous Humanoid; HD 10d8+30; hp 70; Init +4; Spd 40 ft.; Defense 17, touch 9, flat-footed 17 (+0 Dex, +8 natural, -1 size); BAB +10; Grap +22; Atk +18 (1d8+8, 19-20/x3, 2 claws); Full Atk +18 (1d8+8, 19-20/x3, 2 claws) and +12 (1d10+4, bite); SA Pounce, rend (2d8+16); SQ Aumented critical (claw), darkvision 120 ft., fast healing 5, improved critical (claw); AL none; SV Fort +7, Ref +7, Will +9; AP 0; Rep +0; Str 27, Dex 10, Con 18, Int 4, Wis 15, Cha 6.
Skills: Jump +12, Listen +6, Spot +6.
Feats: Alertness, Improved Initiative, Power Attack, Weapon Focus (claw).
Advancement:

Dog: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: None.

Feral Dog: CR 2; Medium-size animal; HD 2d8+8; hp 20; Mas 19; Init +2; Spd 40 ft.; Defense 14, touch 10, flat-footed 12 (+2 Dex, +4 natural, -2 rage); BAB +1; Grap +5; Atk +5 melee (1d6+6, bite); Full Atk +5 melee (1d6+6, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ constant rage (+4 Str, +4 Con, -2 Def, +2 Will [already factored into stats], low-light vision, scent; AL none or owner; SV Fort +7, Ref +5, Will +3; AP 0; Rep +0; Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6.
Skills: Jump +10, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: Alertness, Track.
Advancement: None.
 
Last edited:

Super Mutant
Large size
Giant type
30 ft Speed
+6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha
+4 Natural armor
Armor Restriction (Armor for Super Mutants have its purchase DC raised by 2 [+50% caps cost])
Darkvision 60 ft
Radiation resistance (two degrees weaker)
+1 Level adjustment

Ghoul
Medium Size
Humanoid (Human) Type
30 ft. Speed
+2 Con, -2 Cha
+4 Skill pts. at 1st level, +1 Skill pt. every level after
Radiation Resistance (two degrees weaker)
Festering Sores (max Dex bonus for armor is -2 and armor penalties is +4)
+0 Level adjustment

Deathclaw
Large size
Monstrous Humanoid Type
40 ft. Speed
+12 Str, -4 Dex, +6 Con, -4 Int, +2 Wis, -4 Cha
+8 Natural armor
Armor and Weapon Restriction (Armor and weapons for Deathclaws have its purchase DC raised by 2 [+50% caps cost])
Natural weapons; 2 Claws (1d8), 1 Bite (1d10)
Pounce (when a Deathclaw charges, he can make a full attack at the end of it.)
Rend (If a Deathclaw hits with both of his claw attacks, he automatically deals 2d8 [+ double Strength modifier] damage.)
Darkvision 120 ft.
Fast healing 5
Augmented Critical (A Deathclaw deals triple damage with his claw attacks on a critical hit.)
Improved Critical (A Deathclaw threatens a critical hit on a natural 19 and 20 with his claw attacks.)
+2 racial bonus on Listen and Spot checks.
+5 Level Adjustment

Dwarf
Small size
Humanoid (Human)
30 ft. Speed
-4 Str, +2 Dex, -2 Con
1 Extra feat at 1st level
+4 Skill pts. at 1st level, +1 Skill pt. every level after
+0 Level adjustment

Gecko
Small size
Humanoid (Reptilian)
30 ft. Speed
-2 Str, +2 Dex, -2 Int, +2 Wis
+2 Natural armor
Natural weapons: 2 Claws (1d3), 1 Bite (1d4)
Darkvision 60 ft.
Scent
+4 racial bonus on balance and jump checks
+2 racial bonus on move silently and search checks
Light sensitivity (bright light blinds for 1 round, every round after; -1 on attacks, search and spot checks while in brightly lit areas)
+0 Level adjustment
 

Healing Powder is a tribal drug made from Broc Flower and Xander Root.
Using Healing Powder takes a standard action to consume, and the user recovers 1d6+1 hit points (up to max hp).
Healing Powder is non-addictive.
Cost: 10 caps (Purchase DC 11)

Stimpak, or Stimulation Delivery Package, is a type of hand-held medication used for healing the body. This item consists of a syringe for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is injected, it provides immediate healing of the body's minor wounds.
Using a stimpak takes a standard action to inject, and the user immediately recovers 1d8+5 hit points (up to max hp).
Stimpaks are non-addictive.
Cost: 25 caps (Purchase DC 17, Res [+2])

Super Stimpak is an advanced healing chem. As with the regular Stimpak, the Super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to your limb.
When injected as a standard action, a Super Stimpak heals 2d8+10 hit points immediately.
Super Stimpaks are non-addictive.
Cost: 75 caps (Purchase DC 23, Res [+2])

Ultra Stimpak is an advanced version of Super Stimpak and a highly powerful healing chem. The construction of the Ultra Stimpak is made up of two regular stimpaks, with one stimpak connected to a wrist belt for immediate injection, and one connected to an intravenous bag for regulating a prolonged dose of chems over a period of time.
Using a Ultra Stimpak is a standard action to inject, and the user recovers 3d8+15 hit points (up to max hp).
Ultra Stimpaks are non-addictive.
Cost: 225 caps (Purchase DC 30, Res [+2])

Trauma Pack is an extremely potent healing chem designed for immediate treatment of major injuries taken during combat to an even greater effect than a Ultra Stimpack.
Using a Trauma Pack is a standard action to inject, and the user recovers 4d8+20 hit points (up to max hp).
Trauma Packs are non-addictive.
Cost: 675 caps (Purchase DC 36, Res [+2])

Hypo is a medical injection instrument of some kind. It looks very high tech. You don't know what it's filled with but it appears to have only one dose left. In terms of care, is a better version of a Trauma Pack.
Using a Hypo is a standard action, the user recovers 150 hit point (up to max hp) and is relieved of the following conditions; ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, paralyzed, and poisoned.
Cost: 10,500 caps (Purchase DC 48, Res [+2])

Antidote is a chemical found in many first aid kits, antidote is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antidote injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antidote delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.
Cost: 50 caps (Purcahse DC 9)

Rad Away is an intravenous chemical solution that bonds with radiation particles and passes them through your system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid yourself of some of it. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.
Cost: 20 caps (Purchase DC 9)
 

Ability Scores

 32 point-buy
 Roll 5d6-2 lowest for each score

Races

 Human (default)
 Android (d20 Future)
 Dwarf
 Fraal (d20 Future)
 Gecko
 Ghoul
 Mechanoid (Future Player’s Companion)
 Synth-animal (Future Player’s Companion)
 Synthetic (d20 Future)

Starting Occupations

d20 Modern:
 Academic
 Adventurer
 Athlete
 Blue Collar
 Celebrity
 Criminal
 Dilettante
 Doctor
 Law Enforcement
 Military
 Religious
 Rural
 Technician

d20 Future:
 Drifter
 Gladiator
 Heir
 Outcast
 Scavenger
 Transporter

d20 Past:
 Aristocrat
 Cloistered
 Impoverished
 On the Run
 Primitive
 Servant
 Slave

Urban Arcana:
 Psychic
 Squire

Dark*Matter:
 Mercenary
 Psychic

Modern Player's Companion:
 Bohemian
 Craftsperson
 Domestic
 Tribal

Future Player's Companion:
 Alien Visitor
 Enforcer
 Experiment
 Lone Survivor

Advanced Classes

d20 Modern:
 Battle Mind
 Bodyguard
 Daredevil
 Field Medic
 Field Scientist
 Gunslinger
 Infiltrator
 Investigator
 Martial Artist
 Negotiator
 Personality
 Soldier
 Techie
 Telepath

d20 Future:
 Ambassador
 Dreadnought
 Engineer
 Explorer
 Field Officer
 Helix Warrior
 Nuclear Nomad
 Swindler
 Technosavant
 Tracer

d20 Past:
 Frontier Marshal
 Gangster
 Mesmerist

d20 Apocalypse:
 Evolutionary
 Road Warrior
 Salvager

Cyberscape:
 Bionic
 Cyber Raver
 Cyberwarrior
 Implant Hack

Urban Arcana:
 Archaic Weaponmaster
 Glamourist
 Psionic Agent
 Speed Demon
 Street Warrior
 Swashbuckler
 Thrasher

Dark*Matter:
 Field Guide

Mecha Crusade:
 Cyborg
 Sleeper Agent

Modern Player’s Companion:
 Bounty Hunter
 Confidence Artist
 Dead Shot
 Enforcer
 Gentle Warrior
 Survivalist
 Transporter

Future Player’s Companion:
 Cyborg Adept
 Evolved Mutant
 Pharmer
 Robot Hunter

Modern Organizations:
 Unseen Hand

Prestige Classes

Urban Arcana:
 Mastermind
 Sniper
 Specop

d20 Apocalypse:
 Lawbringer

GeneTech:
 Guerilla Intruder
 Patrol Pointer

Modern Player’s Companion:
 Commander
 Martial Arts Master
 Master Tinkerer
 Mentalist
 Psionic Assassin
 Silent Intruder

Future Player’s Companion:
 Robot Avatar
 Shockmonk
 Tech-Knight
 
Last edited:


TheAuldGrump

First Post
I've used Spycraft 2.0 for running Fallout. :)

It's a nice setting for a game, mine was based in Florida - sandlurks being essentially mirelurks that can hide in burrows, and a carnival of sorts coming out of Gibsonton. A plot involved 'the Visitors' (this was before Mothership Theta came out). And another pretty much borrowed King's Randall Flagg.

If you are using miniatures then I can recommend Mantic's plastic Ghouls and Zombies for use as Ferals.
958.1.368.368.FFFFFF.0.jpeg


624.1.368.368.FFFFFF.0.jpeg


I repainted some WotC Chuuls from the Legendary Evils set for mirelurks.

World Works has a series of PDF science fiction terrain which can make very nice, if run down, Vault Tec Vaults.

tit1.jpg

The Control set is better for active Vaults.
titanc_2.jpg


Other terrain are some of the Armorcast widgets that turn soda cans into chemical tanks and the Pegasus Chemical Plant.

The Auld Grump
 


TheAuldGrump

First Post
Thnx, that terrain looks damn cool.

Is spycraft close enough to d20 modern for to make use of my stuff?
Yes and no - there are rules for conversion, but one important thing about Spycraft 2 is that critters can be scaled - a single stat block that can serve for any level. In other words the Ferals that the PCs face at 1st level are much weaker than the ones at 20th, even though they use the same stat block.

This was important, since I was running a sandbox - I had no idea what level the PCs might be if they found the Freak Show at Gibsonton or the Ferals in the Darkened Tunnels below Disneyworld. Let alone the Enclave at Cape Canaveral. The only fixed point was the first encounter with the Lepus Atrox at MacGregor's farm.... (I though that Night of the Lepus would fit in... seeing the PCs running away from killer bunnies was worth the price of admission. :p )

If you like the sound of the scaling stat blocks, but don't want to invest in SC2.0 (though you should, it's a great game - I use it for settings from Steampunk to Fallout), Adamant did a port of the scaling NPC system to D20 Modern - Foe Factory.

Yeah, I think that the Titan terrain is supposed to be for space stations, but the first thing that ran through my head was 'why lookie, Vaults!'

There is also a Streets set coming out - which feels more like Judge Dredd to me than Fallout, I'll still get it, but the Vaults... mmmm. :)

For streets I lean more toward their Streets of Legend set....
msol_2.jpg

combined with Mayhem Destroyed.
md4.jpg


They ave a good feel for PA gaming.

The Auld Grump
 
Last edited:


Remove ads

Top